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Madden 12 News Post


Shopmaster has posted his thoughts on Dynamic Player Performance over at MyMaddenPad, and how it affects gameplay in Madden NFL 12.

Quote:
"When Phil Frazier sat down with us at the beginning of that first day he talked a little bit about Dynamic Player Performance and how players would change during the course of the game depending on how the game and that player progressed throughout. He showed a picture of Adrian Peterson running the ball and said this is what Peterson looked like running the ball in the first quarter. The picture showed Peterson with ball loosely at his side like a loaf of bread. He then showed us a picture of Peterson after he had a fumble and this pictured showed him securing the ball while he was running. Phil also stated that not only will he carry the ball more securely but he doesn’t try to break out of tackles after some fumbles. So what does this mean, it means that EA has added to the realism of the game."

For the full blog (cut for size), click here.

Game: Madden NFL 12Reader Score: 6.5/10 - Vote Now
Platform: PS3 / Wii / Xbox 360Votes for game: 43 - View All
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Member Comments
# 1 Gosens6 @ 06/03/11 01:52 PM
If his only complaint was having to press pause to see the effects on his players, then I think this Madden just could be the best yet
 
# 2 Phobia @ 06/03/11 02:07 PM
I am bouncing off the walls with happiness!!!!!!!!! I need to bring in my excitement for madden just a little lol
 
# 3 dkp23 @ 06/03/11 02:31 PM
You shouldnt be able to see the effects...You should be able to notice during the course of the game, not press pause or have an overlay saying he is hot or not...
 
# 4 WDOgF0reL1fe @ 06/03/11 02:37 PM
IIIIIIIIIIIIIIIII like it
 
# 5 RGiles36 @ 06/03/11 02:42 PM
Quote:
Originally Posted by dkp23
You shouldnt be able to see the effects...You should be able to notice during the course of the game, not press pause or have an overlay saying he is hot or not...
I just replied to this in the other thread, but I'll reiterate that I think it's necessary to communicate this to the user. Otherwise, you'll forget that it's working in the game. Even NBA2K has a hot/cold indicator.
 
# 6 Phobia @ 06/03/11 03:13 PM
Quote:
Originally Posted by Thinking Out Loud
I completely agree with having a "hot/cold indicator" but allowing the User to view the numeric affect these streaks have on player ratings, lessens the immersion for me. I want to know when players are being streaky but not know exactly what that means for their skill sets.

That's TMI and EA needs to keep some mystery in the User/Virtual Player relationship, in Madden.
Agree but look at it this way. Say it was completely hidden then you would have people complaining that they don't notice the effect and it was a "hype marketing" gimmick which is a placebo.

This kinda of gives some proof that it is working. Plus like others are saying, just don't hit pause or go look at the ratings during the game. Just play the game from start to finish and there you go.
 
# 7 RGiles36 @ 06/03/11 03:14 PM
Quote:
Originally Posted by Thinking Out Loud
I completely agree with having a "hot/cold indicator" but allowing the User to view the numeric affect these streaks have on player ratings, lessens the immersion for me. I want to know when players are being streaky but not know exactly what that means for their skill sets.

That's TMI and EA needs to keep some mystery in the User/Virtual Player relationship, in Madden.
Did it say that we would see the numeric effect? Maybe I have to look at the screens again. All I saw was an arrow pointing up/down with a brief description. And you only see that if you press pause.
 
# 8 RGiles36 @ 06/03/11 03:16 PM
Quote:
Originally Posted by Phobia
Agree but look at it this way. Say it was completely hidden then you would have people complaining that they don't notice the effect and it was a "hype marketing" gimmick which is a placebo.

This kinda of gives some proof that it is working. Plus like others are saying, just don't hit pause or go look at the ratings during the game. Just play the game from start to finish and there you go.
Yea, if you don't have visual proof, even if it's working, you're liable to forget it's there (I know I will). I agree completely with this.
 
# 9 RGiles36 @ 06/03/11 04:09 PM
Quote:
Originally Posted by JaySmooov
In a sense, you should know the roster of the team you'e playing with. Same goes for knowing the team you're playing against.

I, for one, am not for the indicators, at least on a expanded level. I don't need to have numbers under EVERY player indicating his rating swing, along with a hot/cold icon, and his confidence. The hot/cold icon would be enough, as it would let BOTH sides know who's hot and who's not, and it would also put an added strategical element in the game.
Do you roll the coverage towards a hot Calvin Johnson, knowing that the Lions are limited and unproven elsewhere in the passing game?

Do you load the box against a hot Chris Johnson, knowing that the Titans have a young rookie in Jake Locker at the helm? What do you do if he rings off 5 consecutive completions, putting him in a rhythm? Would you back off? Would you bring heat, which could open up lanes for CJ?

I could see WHY indicators are necessary, not only for the offense, but for the defense. I actually think DDP will appeal more to us hardcore/sim gamers, as I know my casual gamer friends won't care much. So indicators would go a lot way if added CORRECTLY. Limit it to a hot/cold icon at the LOS, and maybe somehow tell us if a guy is nervous or riding high.
I agree that you should have an idea of the team you're playing with -- but surfing through your opponent's depth chart can be cumbersome. That's why for me, it's ideal that the new broadcast presentation introduce the starters (we'll see about that).

While I don't always agree with the way EA implements features, this one I feel they got right. I'd rather not have a hot/cold icon at the LOS. If I need that information, I'll go to info central i.e pause menu.
 
# 10 2krunk4u @ 06/03/11 04:36 PM
only pansies have to know that their player is on fire or not with blinking icons/meters etc.

seriously, shouldn't you be able to tell that somebody is hot if they're making phenomenal plays consistently, or if they seem to be breaking more tackles when they usually dont?

it's not that hard to get a hold of guys. you all seem to want playmaker icons under the players names again. Get a life.
 
# 11 RGiles36 @ 06/03/11 04:41 PM
Quote:
Originally Posted by 2krunk4u
only pansies have to know that their player is on fire or not with blinking icons/meters etc.

seriously, shouldn't you be able to tell that somebody is hot if they're making phenomenal plays consistently, or if they seem to be breaking more tackles when they usually dont?

it's not that hard to get a hold of guys. you all seem to want playmaker icons under the players names again. Get a life.
Gotta love the internet tough guys ...
 
# 12 mirrored32 @ 06/03/11 05:57 PM
i like the idea of DDP. implementation is key here. by commentary we probably will also 'hear' of how the players are doing. I hope the commentator will mention the 'players performance' not just per game but 'per the season so far'. as for knowing when the indicators are, it would be nice to 'tap' a button or something like an audible to see how the DDP of the team is doing. meaning if you offense is on the field you tap or something and show the DDP of each player on field. or perhaps something like the 'stamina' color meanings in the playbook.
 
# 13 Rawdeal28 @ 06/05/11 05:51 PM
Quote:
Originally Posted by mirrored32
i like the idea of DDP. implementation is key here. by commentary we probably will also 'hear' of how the players are doing. I hope the commentator will mention the 'players performance' not just per game but 'per the season so far'. as for knowing when the indicators are, it would be nice to 'tap' a button or something like an audible to see how the DDP of the team is doing. meaning if you offense is on the field you tap or something and show the DDP of each player on field. or perhaps something like the 'stamina' color meanings in the playbook.
i like this idea
 

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